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DC Field | Value | Language |
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dc.contributor.author | Camilleri, Mark Anthony | - |
dc.contributor.author | Camilleri, Adriana Caterina | - |
dc.date.accessioned | 2017-10-02T10:11:47Z | - |
dc.date.available | 2017-10-02T10:11:47Z | - |
dc.date.issued | 2017-10-06 | - |
dc.identifier.citation | Camilleri, M. A., & Camilleri, A. (2017). The students' perceptions of digital game-based learning. In M. 11th European Conference on Games Based Learning, Graz, Austria. | en_GB |
dc.identifier.uri | https://www.um.edu.mt/library/oar//handle/123456789/22155 | - |
dc.description.abstract | This paper provides a critical analysis on the rationale behind the utilisation of educational technologies, including; digital learning resources. A qualitative research sheds light on the students’ discernment and preconceptions toward the use of digital games, stories and simulations, in-class. Semi-structured, face-to-face interview sessions among secondary school students suggest that students are increasingly acquiring skills and competences from blended learning. Their engagement with educational applications (apps) is improving their critical thinking as it helps them make evaluative decisions to solve problems. At the same time, the results reveal that most of these students are developing their interpersonal skills as they collaborate in teams and work in tandem with their peers, during their formative activities. However, there are also a few students who are not perceiving the usefulness and the ease of use of playing digital games at school. This study postulates that students seem to possess dissimilar skills as they exhibit different learning abilities. The students’ gender, age as well as their position in the social strata could possibly influence their disposition to engage with others. These findings imply that practitioners in education ought to consider taking an iterative approach as they identify what, where, when and how digital games are (or are not) consistent with the courses’ learning outcomes and curriculum programmes. In conclusion, this paper opens-up some avenues for future research in the promising field of digital game-based learning. | en_GB |
dc.language.iso | en | en_GB |
dc.publisher | H JOANNEUM University of Applied Science | en_GB |
dc.rights | info:eu-repo/semantics/openAccess | en_GB |
dc.subject | Educational technology | en_GB |
dc.subject | Educational games | en_GB |
dc.subject | Learning, Psychology of | en_GB |
dc.subject | Simulation games in education | en_GB |
dc.title | The students' perceptions of digital game-based learning | en_GB |
dc.type | conferenceObject | en_GB |
dc.rights.holder | The copyright of this work belongs to the author(s)/publisher. The rights of this work are as defined by the appropriate Copyright Legislation or as modified by any successive legislation. Users may access this work and can make use of the information contained in accordance with the Copyright Legislation provided that the author must be properly acknowledged. Further distribution or reproduction in any format is prohibited without the prior permission of the copyright holder. | en_GB |
dc.bibliographicCitation.conferencename | 11th European Conference on Games Based Learning | en_GB |
dc.bibliographicCitation.conferenceplace | Graz, Austria, 6/10/2017 | en_GB |
dc.description.reviewed | peer-reviewed | en_GB |
Appears in Collections: | Scholarly Works - FacMKSCC |
Files in This Item:
File | Description | Size | Format | |
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The Students Perceptions of Digital Game-Based Learning.pdf | 124.33 kB | Adobe PDF | View/Open |
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